// physical-html
//
// Copyright (c)  Daigo Tanaka
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

physHtml.connector = function(fromObj, toObj, forceSrc)
{
  this.fromObject = fromObj;
  this.toObject = toObj;
  this.forceSource = forceSrc;

  this.force = function(position, radius, velocity)
  {
    this.forceSource.position = this.toObject.position;

    if ( this.fromObject.position.e(physHtml.Index0) - this.toObject.position.e(physHtml.Index0) != 0){
      this.forceSource.orientation = Math.atan( ( this.fromObject.position.e(physHtml.Index1) - this.toObject.position.e(physHtml.Index1) ) / ( this.fromObject.position.e(physHtml.Index0) - this.toObject.position.e(physHtml.Index0) ) );
    }
    else if (this.fromObject.position.e(physHtml.Index1) - this.toObject.position.e(physHtml.Index1) > 0 ) {
      this.forceSource.orientation = 0.5 * Math.PI;
    }
    else if (this.fromObject.position.e(physHtml.Index1) - this.toObject.position.e(physHtml.Index1) < 0 ) {
      this.forceSource.orientation = -0.5 * Math.PI;
    }
//    PhysicalHtmlDebugMessage = (180.0 / Math.PI * this.forceSource.orientation).toFixed(2);
    return this.forceSource.force(position, radius, velocity);
  }

  // Direct manipulation of velocity. This is for walls
  this.velocity = function(position, radius, velocity)
  {
    this.forceSource.position = this.toObject.position;
    return this.forceSource.velocity(position, radius, velocity);    
  }

  this.stretchLimit = function(deltaTime)
  {
    return this.forceSource.stretchLimit(this.fromObject.mass, deltaTime);
  }
}

